Having just read the "What hasn't been optimized?" thread, I'm hesitant to even post this, but it tickles my fancy so why not.

This is an attempt at highest at-will speed, using no consumables, allies, encounters, dailies or setup rounds. He can keep up this pace all day, and actually gets faster when he comes across an enemy to stab at high speed.

He has 4 minor actions each turn (standard+move+minor+master of moments), which in cruise mode he's using on Boots of Caiphon to shift (teleport, via Staff of the Traveler) his speed and take twice the distance shifted as damage.

for a total of 25 squares traveled (and 50 damage taken) x4 for a cruising speed of 100 squares per turn (and 200 damage). He relies on ghostly vitality and belt of sonnlinor's righteousness to reduce the damage to nothing once he's below zero, and life charm to keep on ticking without pausing for death saves. He also uses wild shape as a free action once per turn to get an extra 1(shift)+14(boosters) squares, for a final cruising speed of 115 squares per turn.

My favorite part of this build is, when he spots an enemy along the way, he can boost his speed by trading one action to use luring strike+mobile warrior+white lotus master evasion, gaining two shifts, and two additional shifts if he hits, for an extra 30-60 squares. He can't do this in beast form, so if he's in that phase he'll just circle around for a turn, but on that turn he wild shapes, boots, boots, boots, and luring strikes, for a final attack speed of 120 to 150 squares per turn.

I've heard people can get past Mach 1 with certain builds, and I'd love to see how that works, but in the meanwhile I'm pretty happy with Neike. A fantastic hodge-podge of different classes, items and feats, but a high top speed without any consumables, encounters, dailies or setup rounds.

What do you think?

EDIT: See below for details, but the bullet train now flies and with a certain arguable understanding of revenant rules has an average cruising speed of 161 squares (109mph) and an attack speed of 172/200 squares (117 to 136mph).

He might be the fastest living object in the D&D world - certainly the fastest sustained speed, anyway.

Not that he's invisible fast, but he's teleporting, so he's flickering into reality once every second and 75 feet or so, so I don't think most creatures would notice him, especially after he gets a speed boost dive bombing.

Which is good, since his defenses and damage are terrible - but give him a big enough bomb, or an ogre-in-a-shadow-coffin, and it's fun times all around.

57029358 wrote:

... congratulations, Monkeygentleman.You won the unwinnable.

68773941 wrote:

monkeygentleman, you are the worst thing to happen to the CharOp forums since Mearls took over WotC.

List of no-action attacks.Dynamic vs Static BonusesPhalanx tactics and buildsCrivens! A Pictsies GuideGood
Powers to intentionally miss withMr. Cellophane: How to be unnoticedWay's to fire around cornersCrits: what their really worthRetroactive bonus vs Static bonus.Runepriest handbook & discussion threadHoly Symbols to hang around your neckWays to Gain or Downgrade ActionsList of bonuses to saving throwsThe Ghost with the Most (revenant handbook)

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat. One of THE most abusive character in 4e.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Fantastic! Thank you for thinking of that question and checking it for me.

I've seen the wording on Ghostly Vitality, and I'm not sure. I think it just gives you back the actions you would have lost. That's certainly the RAI, in any case.

As for the shift... wow. A minor action teleport-your-speed with no penalties at all, for the cost of a pair of boots and a staff? I think that'll be popular.

Could you point me in the direction of the improve-your-base-speed-as-high-as-possible thread?

Also, being elf would get +1 to base speed but lose Eladrin Rings of Passage (+6) and Eladrin Armor (+3). That does free up all the feats I was using for revenant cheese, though, so that opened up some options.

EDIT: And how can we make him fly? I want him to be a jet.

57029358 wrote:

... congratulations, Monkeygentleman.You won the unwinnable.

68773941 wrote:

monkeygentleman, you are the worst thing to happen to the CharOp forums since Mearls took over WotC.

List of no-action attacks.Dynamic vs Static BonusesPhalanx tactics and buildsCrivens! A Pictsies GuideGood
Powers to intentionally miss withMr. Cellophane: How to be unnoticedWay's to fire around cornersCrits: what their really worthRetroactive bonus vs Static bonus.Runepriest handbook & discussion threadHoly Symbols to hang around your neckWays to Gain or Downgrade ActionsList of bonuses to saving throwsThe Ghost with the Most (revenant handbook)

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat. One of THE most abusive character in 4e.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

I think I want to go living Eladrin for the boost to Int. The more accurate his one attack is, the more likely he'll get that extra move afterward.

As for the feats,

Death's Quickening:"If you drop to 0 or fewer hit points and choose to remain conscious due to Unnatural Vitality, you can take a minor action in addition to the standard action Unnatural Vitality allows."

Ghostly Vitality:"If you drop to 0 or fewer hit points and choose to remain conscious due to Unnatural Vitality, you can take a move action and a minor action in addition to the standard action Unnatural Vitality allows. While you have 0 or fewer hit points, you gain insubstantial."

Unnatural Vitality:"When you drop to 0 hit points or fewer and are subjected to the dying condition, you can choose to be dazed, instead of falling unconscious."

So, you're saying if you're knocked below zero, you get a standard, a move and a minor, and if you undaze yourself, you get your move and minor back as well? Standard move move minor minor minor free with Master of Moments? Standard free move move minor minor minor free free free if you attack and hit?

He's just hit 119 miles per hour. We need to make him fly. Is there any way of giving him a fly speed without Zephyr Boots or relying on a PP or ED?He could trade his eladrin armor for Mantle of the Seventh Wind - he'd lose 21-27 squares of speed, but would be a flickering fighter jet of a character. Cruising speed 154 squares, 198 max speed. Still 112 MPH.

EDIT: Mummified Hand! Can't use Wondrous items in beast form, but that's still a +14/20 speed boost in normal shape. That puts his speed at 189/194/226 squares on ground, and 168/172/200 squares flying.

List of no-action attacks.Dynamic vs Static BonusesPhalanx tactics and buildsCrivens! A Pictsies GuideGood
Powers to intentionally miss withMr. Cellophane: How to be unnoticedWay's to fire around cornersCrits: what their really worthRetroactive bonus vs Static bonus.Runepriest handbook & discussion threadHoly Symbols to hang around your neckWays to Gain or Downgrade ActionsList of bonuses to saving throwsThe Ghost with the Most (revenant handbook)

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat. One of THE most abusive character in 4e.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

I just wish they made more hybrid essentials classes. I so wanted to use Aspect of the Dancing Serpent and Escape Artist's Trick with this build.

As for the flying, remember he's not actually moving at any speed - he's not even messing up his hair. He just happens to be 11 different places every 6 seconds, for an overall increase in distance between where he was and where he is. Without a flight speed you can go 1000 feet straight up in six seconds, but unless you've got somewhere to stand you'll be hitting terminal velocity in a hurry.

I imagine him like a low orbiting satellite. Maybe even put him in a shell, as long as he can support the weight. This flickering metal orb two hundred feet off the ground, completely silent, swooping down every once in a while to stab a dude for some extra speed when he's in a hurry. Hell, put him in a spinning disk with a glass cockpit and give him a taste for rare steak, we've just invented UFOs in D&D :D

57029358 wrote:

... congratulations, Monkeygentleman.You won the unwinnable.

68773941 wrote:

monkeygentleman, you are the worst thing to happen to the CharOp forums since Mearls took over WotC.

Maximum speed now 394 squares per turn, at 223mph.326 squares per turn, for a 184mph cruising speed.

1313 feet in 4 seconds from a standing start. Take that, drag racers.

ALSO just looked a bit closer at White Lotus Master Evasion, turns out it adds a +1 power bonus to speed after hitting, so if you hit FIRST, then you get an extra 7 squares distance. 401 squares per turn, at 227mph absolute highest possible at-will speed, almost .3 mach.

57029358 wrote:

... congratulations, Monkeygentleman.You won the unwinnable.

68773941 wrote:

monkeygentleman, you are the worst thing to happen to the CharOp forums since Mearls took over WotC.

And assuming you can treat the Boots of Caiphon teleport as a teleportation power (which I don't think you can do, after asking the rules forum), trade two Mithrendain Steel Longswords [-2] for two Incisive Daggers [+12] and Life Charm for Far-Step Amulet [+3]. This would give you:

I asked the rules Q&A forum and they told me there's no supporting rules for adding none-attack type keywords to powers. Adding lightning damage will add the lightning keyword, but adding a teleport doesn't actually add the teleportation keyword. So no luck on the incisive.

Can I wield 2 wrist razors and 2 daggers at the same time?

57029358 wrote:

... congratulations, Monkeygentleman.You won the unwinnable.

68773941 wrote:

monkeygentleman, you are the worst thing to happen to the CharOp forums since Mearls took over WotC.

Rules Q&A has noticed that there's no restriction to the amount of prone medium creatures that can occupy a square, leading to the following question:

"This sounds like a char-op challenge. How many PCs can you delay right after another and then move into an opponents square prone with a ready action to unleash terrible fury upon that creature when everyone's collected..."

I figure this mechanisms in this thread have the best chance of producing the desired effect. Remember, all you need to retain is a standard action to use Ready. Everything else is full access.

Without a flight speed you can go 1000 feet straight up in six seconds, but unless you've got somewhere to stand you'll be hitting terminal velocity in a hurry.

Your latest figures indicate you are significantly faster than terminal velocity, so even if you assume you hit terminal velocity immediately after your turn ends, you wouldn't hit the ground before the start of your next turn. Pretty cool!

I asked the rules Q&A forum and they told me there's no supporting rules for adding none-attack type keywords to powers. Adding lightning damage will add the lightning keyword, but adding a teleport doesn't actually add the teleportation keyword. So no luck on the incisive. Can I wield 2 wrist razors and 2 daggers at the same time?

My understanding of wrist razors is that 1 instance occupies your entire arms slot.* So I think the limit is 2 daggers and 1 wrist razors.

* I don't have hard suport for this, but if WR counts as an Arms item and every other Arms item is limited to one-at-a-time, it stands to reason that WR would have the same restriction.

BlinkBlink, you're correct, I had a moment and forgot you can only gain the benefits of 1 wrist razor at a time. That's still 8 squares to cruising speed and 9-11 squares attack speed. Every little bit helps! As long as you're looking, can you think of any other "whenever you do this, shift/teleport" feats, powers or items?

wrswldo, it appears terminal velocity of a normal human figure (spread out) would be 122mph, so for a max of 230mph assuming you just hit someone on the way up that's about 11 seconds (maybe 13 with acceleration). So he'd last two rounds before hitting the ground and taking 40d10 falling damage. Hah, unless he swapped one of his rings for a Ring of Feather Fall, in which case he'd lose 16-22 squares of height but land gently after falling 2000 feet. It's a moot point anyway, as was mentioned earlier you can't shift up, and you can only teleport the same way you'd shift, so you'd need Zephyr Boots to get off the ground.

Mand12, Low Crawl will let you shift while prone, and Boots of Caiphon + Staff of the Traveler will let you teleport with no HP cost. Two items and a feat will let as many PCs you want drop prone as a minor, shift on top of the enemy as a minor and ready a standard with what's left. No race, class, or other restrictions other than staff proficiency, which at most will cost 1 more feat. That was... surprisingly easy.

57029358 wrote:

... congratulations, Monkeygentleman.You won the unwinnable.

68773941 wrote:

monkeygentleman, you are the worst thing to happen to the CharOp forums since Mearls took over WotC.

List of no-action attacks.Dynamic vs Static BonusesPhalanx tactics and buildsCrivens! A Pictsies GuideGood
Powers to intentionally miss withMr. Cellophane: How to be unnoticedWay's to fire around cornersCrits: what their really worthRetroactive bonus vs Static bonus.Runepriest handbook & discussion threadHoly Symbols to hang around your neckWays to Gain or Downgrade ActionsList of bonuses to saving throwsThe Ghost with the Most (revenant handbook)

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat. One of THE most abusive character in 4e.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Assuming you're teleporting evenly in your six seconds, that's a little less than two teleports per second. You can only fall (according to my calculations) about 9 squares in that half-second. 7x42 + 18 teleports, that's 33x7+9=240 squares vertical distance gained by the end of your turn. Halfway through the next person's turn, you've fallen 18 squares, and will fall 36 squares per second until you hit the ground. That's about 6 seconds. So you can make it halfway through the second person's turn before you've fallen back to where you started.

Unless your mention of 100 squares per turn is a game rule (which, in retrospect, it probably was), then you'd probably average it out through all of your teleports and say you've only made it 219 squares up (all calculations are assuming cruising speed, now). Then you'd fall to 119 squares the next turn, 19 squares the turn after that, and hit ground zero briefly after starting the third person's turn. About the same, give or take half a round for physics, which is surprisingly close.

Me, I say you'd put a couple very heavy rocks in a bag of holding, grab quick hands/rakshasa claw, then flicker from standing to 42 squares straight up (drop a rock) and back down (don't fall, grab a rock quickly) and repeat. In one turn you've dropped 3 or 4 very heavy rocks from 200 feet off the ground, dealing I'm guessing 1d4+20d10 falling damage on to however many targets you've decided need a meteor shower.

57029358 wrote:

... congratulations, Monkeygentleman.You won the unwinnable.

68773941 wrote:

monkeygentleman, you are the worst thing to happen to the CharOp forums since Mearls took over WotC.

List of no-action attacks.Dynamic vs Static BonusesPhalanx tactics and buildsCrivens! A Pictsies GuideGood
Powers to intentionally miss withMr. Cellophane: How to be unnoticedWay's to fire around cornersCrits: what their really worthRetroactive bonus vs Static bonus.Runepriest handbook & discussion threadHoly Symbols to hang around your neckWays to Gain or Downgrade ActionsList of bonuses to saving throwsThe Ghost with the Most (revenant handbook)

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat. One of THE most abusive character in 4e.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Yup, it's per round, and limit's to 100, so it takes a few "jumps" to start, but they you can "fly". No boots needed. With 28 squares, you need 4 teleports to sustain your flight, leaving your other actions for dropping stuff. Or perhaps take the "range sight" ED and blast from wherever (you loose a minor, but...)

Though i'd still recommend the ring of feather fall, since the falling distance accumulates, and you may want to land eventually (though you might be able to teleport to the ground and take no damage...).

List of no-action attacks.Dynamic vs Static BonusesPhalanx tactics and buildsCrivens! A Pictsies GuideGood
Powers to intentionally miss withMr. Cellophane: How to be unnoticedWay's to fire around cornersCrits: what their really worthRetroactive bonus vs Static bonus.Runepriest handbook & discussion threadHoly Symbols to hang around your neckWays to Gain or Downgrade ActionsList of bonuses to saving throwsThe Ghost with the Most (revenant handbook)

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat. One of THE most abusive character in 4e.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

List of no-action attacks.Dynamic vs Static BonusesPhalanx tactics and buildsCrivens! A Pictsies GuideGood
Powers to intentionally miss withMr. Cellophane: How to be unnoticedWay's to fire around cornersCrits: what their really worthRetroactive bonus vs Static bonus.Runepriest handbook & discussion threadHoly Symbols to hang around your neckWays to Gain or Downgrade ActionsList of bonuses to saving throwsThe Ghost with the Most (revenant handbook)

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat. One of THE most abusive character in 4e.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

List of no-action attacks.Dynamic vs Static BonusesPhalanx tactics and buildsCrivens! A Pictsies GuideGood
Powers to intentionally miss withMr. Cellophane: How to be unnoticedWay's to fire around cornersCrits: what their really worthRetroactive bonus vs Static bonus.Runepriest handbook & discussion threadHoly Symbols to hang around your neckWays to Gain or Downgrade ActionsList of bonuses to saving throwsThe Ghost with the Most (revenant handbook)

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat. One of THE most abusive character in 4e.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

A new variant I came up with after reading through the unsleeping darkspiral experiment - if he's reached a milestone, he can use the feature of four rings of free time to get 4 extra teleports each turn for the cost of 6/8 speed of each teleport. If he loses the beast form, that's 11 teleports of 36 squares each for a cruising speed of 396 squares and an attack (hit) speed of 463 squares per turn.

57029358 wrote:

... congratulations, Monkeygentleman.You won the unwinnable.

68773941 wrote:

monkeygentleman, you are the worst thing to happen to the CharOp forums since Mearls took over WotC.